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My Attempt to Define RPG's - RPG's aren't actually Games
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<blockquote data-quote="Ovinomancer" data-source="post: 7485482" data-attributes="member: 16814"><p>As a few people have told you before, you're analyzing from a very narrow view of RPGs. The scene you provide above is plenty sufficient fir a no-myth game. Play will go immediately from the scene frame of a market in Hardby to the players declaring actions according to thier desires and goals.</p><p></p><p>Frex:</p><p></p><p>PLAYER 1: I go to the fish vendor's stall and buy some salmon so I can salt it for travel. I am "always prepared" after all.</p><p></p><p>HM: Good. Let's kick this off. Roll your (game appropriate skill). </p><p></p><p>PLAYER: um, crud, I failed.</p><p></p><p>GM: okay, let's see. The fish stall is closed, and you overhear someone say that the fisherman has been missing a few days.</p><p></p><p>In this example, the player uses his traits defined during character creation to motivate his play. He invents a fish stall in the market to play on, and tries to buy fish. The GM decides to challenge this action and calls for a roll. When the player fails, the GM narrates how his action fails, but then uses that failure to offer a new twist: the fisherman is missing. Why he is missing will get established in play, as the players declare actions and succeed or not. Frex, the next bit of play could involve a PC with a background as a river pirate announcing that it's common for pirates to kidnap for ransom (now established fact in game) and declare he's looking for a ransom demand. Success makes this true, failure means that's not the case; it's something else. In ganes with partial successes, it would be true but with a complication -- perhaps the ex-pirate discovers it's his old crew that he was tossed from on pain of death doing the kidnapping?</p><p></p><p>The point is, if you are looking only from a prepared scenario/story mode of play, where the players have no authorial control over the plot, you're going to have a very narrow view of play and make incorrect assumptions. What you provide above is plenty sufficient for play for a number of systems. This view is also why your analysis doesn't work (also why you keep becoming frustrated with me, [MENTION=23751]Maxperson[/MENTION], and [MENTION=42582]pemerton[/MENTION]). Lots of games develop pretty much everything in play.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7485482, member: 16814"] As a few people have told you before, you're analyzing from a very narrow view of RPGs. The scene you provide above is plenty sufficient fir a no-myth game. Play will go immediately from the scene frame of a market in Hardby to the players declaring actions according to thier desires and goals. Frex: PLAYER 1: I go to the fish vendor's stall and buy some salmon so I can salt it for travel. I am "always prepared" after all. HM: Good. Let's kick this off. Roll your (game appropriate skill). PLAYER: um, crud, I failed. GM: okay, let's see. The fish stall is closed, and you overhear someone say that the fisherman has been missing a few days. In this example, the player uses his traits defined during character creation to motivate his play. He invents a fish stall in the market to play on, and tries to buy fish. The GM decides to challenge this action and calls for a roll. When the player fails, the GM narrates how his action fails, but then uses that failure to offer a new twist: the fisherman is missing. Why he is missing will get established in play, as the players declare actions and succeed or not. Frex, the next bit of play could involve a PC with a background as a river pirate announcing that it's common for pirates to kidnap for ransom (now established fact in game) and declare he's looking for a ransom demand. Success makes this true, failure means that's not the case; it's something else. In ganes with partial successes, it would be true but with a complication -- perhaps the ex-pirate discovers it's his old crew that he was tossed from on pain of death doing the kidnapping? The point is, if you are looking only from a prepared scenario/story mode of play, where the players have no authorial control over the plot, you're going to have a very narrow view of play and make incorrect assumptions. What you provide above is plenty sufficient for play for a number of systems. This view is also why your analysis doesn't work (also why you keep becoming frustrated with me, [MENTION=23751]Maxperson[/MENTION], and [MENTION=42582]pemerton[/MENTION]). Lots of games develop pretty much everything in play. [/QUOTE]
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